#version 330 core
layout (location = 0) in vec3 vertex; // <vec2 pos, vec2 tex>
layout (location = 1) in vec3 color;
layout (location = 2) in vec2 texCoord;
out vec2 TexCoords;
out vec3 ourColor;

uniform mat4 projection;

void main()
{
    gl_Position = projection * vec4(vertex, 1.0);
    ourColor = color;
    TexCoords = texCoord;
}  